@@ -59,15 +59,15 @@ initialize it:
5959 $Child.signal_name.connect(method_on_the_object)
6060
6161 # Child
62- signal_name.emit() # Triggers parent-defined behavior.
62+ signal_name.emit() # Triggers parent-specified behavior.
6363
6464 .. code-tab :: csharp
6565
6666 // Parent
6767 GetNode("Child").Connect("SignalName", Callable.From(ObjectWithMethod.MethodOnTheObject));
6868
6969 // Child
70- EmitSignal("SignalName"); // Triggers parent-defined behavior.
70+ EmitSignal("SignalName"); // Triggers parent-specified behavior.
7171
7272 .. code-tab :: cpp C++
7373
@@ -80,7 +80,7 @@ initialize it:
8080 }
8181
8282 // Child
83- emit_signal("signal_name"); // Triggers parent-defined behavior.
83+ emit_signal("signal_name"); // Triggers parent-specified behavior.
8484
85852. Call a method. Used to start behavior.
8686
@@ -91,15 +91,15 @@ initialize it:
9191 $Child.method_name = "do"
9292
9393 # Child, assuming it has String property 'method_name' and method 'do'.
94- call(method_name) # Call parent-defined method (which child must own).
94+ call(method_name) # Call parent-specified method (which child must own).
9595
9696 .. code-tab :: csharp
9797
9898 // Parent
9999 GetNode("Child").Set("MethodName", "Do");
100100
101101 // Child
102- Call(MethodName); // Call parent-defined method (which child must own).
102+ Call(MethodName); // Call parent-specified method (which child must own).
103103
104104 .. code-tab :: cpp C++
105105
@@ -110,7 +110,7 @@ initialize it:
110110 }
111111
112112 // Child
113- call(method_name); // Call parent-defined method (which child must own).
113+ call(method_name); // Call parent-specified method (which child must own).
114114
1151153. Initialize a :ref: `Callable <class_Callable >` property. Safer than a method
116116 as ownership of the method is unnecessary. Used to start behavior.
@@ -122,15 +122,15 @@ initialize it:
122122 $Child.func_property = object_with_method.method_on_the_object
123123
124124 # Child
125- func_property.call() # Call parent-defined method (can come from anywhere).
125+ func_property.call() # Call parent-specified method (can come from anywhere).
126126
127127 .. code-tab :: csharp
128128
129129 // Parent
130130 GetNode("Child").Set("FuncProperty", Callable.From(ObjectWithMethod.MethodOnTheObject));
131131
132132 // Child
133- FuncProperty.Call(); // Call parent-defined method (can come from anywhere).
133+ FuncProperty.Call(); // Call parent-specified method (can come from anywhere).
134134
135135 .. code-tab :: cpp C++
136136
@@ -141,7 +141,7 @@ initialize it:
141141 }
142142
143143 // Child
144- func_property.call(); // Call parent-defined method (can come from anywhere).
144+ func_property.call(); // Call parent-specified method (can come from anywhere).
145145
1461464. Initialize a Node or other Object reference.
147147
@@ -152,15 +152,15 @@ initialize it:
152152 $Child.target = self
153153
154154 # Child
155- print(target) # Use parent-defined node.
155+ print(target) # Use parent-specified node.
156156
157157 .. code-tab :: csharp
158158
159159 // Parent
160160 GetNode("Child").Set("Target", this);
161161
162162 // Child
163- GD.Print(Target); // Use parent-defined node.
163+ GD.Print(Target); // Use parent-specified node.
164164
165165 .. code-tab :: cpp C++
166166
@@ -182,15 +182,15 @@ initialize it:
182182 $Child.target_path = ".."
183183
184184 # Child
185- get_node(target_path) # Use parent-defined NodePath.
185+ get_node(target_path) # Use parent-specified NodePath.
186186
187187 .. code-tab :: csharp
188188
189189 // Parent
190190 GetNode("Child").Set("TargetPath", NodePath(".."));
191191
192192 // Child
193- GetNode(TargetPath); // Use parent-defined NodePath.
193+ GetNode(TargetPath); // Use parent-specified NodePath.
194194
195195 .. code-tab :: cpp C++
196196
@@ -201,7 +201,7 @@ initialize it:
201201 }
202202
203203 // Child
204- get_node<Node>(target_path); // Use parent-defined NodePath.
204+ get_node<Node>(target_path); // Use parent-specified NodePath.
205205
206206These options hide the points of access from the child node. This in turn
207207keeps the child **loosely coupled ** to its environment. You can reuse it
@@ -265,7 +265,7 @@ in another context without any extra changes to its API.
265265 GDCLASS(Left, Node)
266266
267267 protected:
268- static void _bind_methods() {}
268+ static void _bind_methods() {}
269269
270270 public:
271271 Node *target = nullptr;
@@ -389,8 +389,8 @@ If you have a system that...
389389 to swap out the main scene's content. This structure more or less keeps
390390 the "World" as the main game node.
391391
392- Any GUI would also need to be either a singleton, a transitory part of the
393- "World", or manually added as a direct child of the root. Otherwise, the
392+ Any GUI would also need to be either a singleton, a transitory part of the
393+ "World", or manually added as a direct child of the root. Otherwise, the
394394 GUI nodes would also delete themselves during scene transitions.
395395
396396If you have systems that modify other systems' data, you should define those as
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